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29 lines
935 B
GLSL
29 lines
935 B
GLSL
#version 310 es
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precision highp float;
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struct VertexOutput {
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vec4 position;
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vec3 uv;
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};
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uniform Data_block_0 {
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mat4x4 proj_inv;
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mat4x4 view;
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} _group_0_binding_0;
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smooth layout(location = 0) out vec3 _vs2fs_location0;
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void main() {
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uint vertex_index = uint(gl_VertexID);
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int tmp1_;
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int tmp2_;
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tmp1_ = (int(vertex_index) / 2);
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tmp2_ = (int(vertex_index) & 1);
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vec4 _expr24 = vec4(((float(tmp1_) * 4.0) - 1.0), ((float(tmp2_) * 4.0) - 1.0), 0.0, 1.0);
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gl_Position = VertexOutput(_expr24, (transpose(mat3x3(_group_0_binding_0.view[0].xyz, _group_0_binding_0.view[1].xyz, _group_0_binding_0.view[2].xyz)) * (_group_0_binding_0.proj_inv * _expr24).xyz)).position;
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_vs2fs_location0 = VertexOutput(_expr24, (transpose(mat3x3(_group_0_binding_0.view[0].xyz, _group_0_binding_0.view[1].xyz, _group_0_binding_0.view[2].xyz)) * (_group_0_binding_0.proj_inv * _expr24).xyz)).uv;
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return;
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}
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